Merge pull request #7870 from jordan-woyak/free-look-roll

VideoCommon: Change free-look's middle-mouse action to roll the camera.
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JMC47 2019-04-19 18:42:44 -04:00 committed by GitHub
commit 9e951819d5
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6 changed files with 28 additions and 61 deletions

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@ -74,7 +74,7 @@ static Common::Event g_compressAndDumpStateSyncEvent;
static std::thread g_save_thread; static std::thread g_save_thread;
// Don't forget to increase this after doing changes on the savestate system // Don't forget to increase this after doing changes on the savestate system
static const u32 STATE_VERSION = 107; // Last changed in PR 7952 static const u32 STATE_VERSION = 108; // Last changed in PR 7870
// Maps savestate versions to Dolphin versions. // Maps savestate versions to Dolphin versions.
// Versions after 42 don't need to be added to this list, // Versions after 42 don't need to be added to this list,

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@ -191,7 +191,7 @@ void AdvancedWidget::AddDescriptions()
#endif #endif
static const char TR_FREE_LOOK_DESCRIPTION[] = QT_TR_NOOP( static const char TR_FREE_LOOK_DESCRIPTION[] = QT_TR_NOOP(
"Allows manipulation of the in-game camera. Move the mouse while holding the right button " "Allows manipulation of the in-game camera. Move the mouse while holding the right button "
"to pan or middle button to move.\n\nUse the WASD keys while holding SHIFT to move the " "to pan or middle button to roll.\n\nUse the WASD keys while holding SHIFT to move the "
"camera. Press SHIFT+2 to increase speed or SHIFT+1 to decrease speed. Press SHIFT+R " "camera. Press SHIFT+2 to increase speed or SHIFT+1 to decrease speed. Press SHIFT+R "
"to reset the camera or SHIFT+F to reset the speed.\n\nIf unsure, leave this unchecked. "); "to reset the camera or SHIFT+F to reset the speed.\n\nIf unsure, leave this unchecked. ");
static const char TR_CROPPING_DESCRIPTION[] = static const char TR_CROPPING_DESCRIPTION[] =

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@ -235,21 +235,19 @@ bool RenderWidget::event(QEvent* event)
void RenderWidget::OnFreeLookMouseMove(QMouseEvent* event) void RenderWidget::OnFreeLookMouseMove(QMouseEvent* event)
{ {
if (event->buttons() & Qt::MidButton) const auto mouse_move = event->pos() - m_last_mouse;
{ m_last_mouse = event->pos();
// Mouse Move
VertexShaderManager::TranslateView((event->x() - m_last_mouse[0]) / 50.0f,
(event->y() - m_last_mouse[1]) / 50.0f);
}
else if (event->buttons() & Qt::RightButton)
{
// Mouse Look
VertexShaderManager::RotateView((event->x() - m_last_mouse[0]) / 200.0f,
(event->y() - m_last_mouse[1]) / 200.0f);
}
m_last_mouse[0] = event->x(); if (event->buttons() & Qt::RightButton)
m_last_mouse[1] = event->y(); {
// Camera Pitch and Yaw:
VertexShaderManager::RotateView(mouse_move.y() / 200.f, mouse_move.x() / 200.f, 0.f);
}
else if (event->buttons() & Qt::MidButton)
{
// Camera Roll:
VertexShaderManager::RotateView(0.f, 0.f, mouse_move.x() / 200.f);
}
} }
void RenderWidget::PassEventToImGui(const QEvent* event) void RenderWidget::PassEventToImGui(const QEvent* event)

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@ -4,8 +4,6 @@
#pragma once #pragma once
#include <array>
#include <QEvent> #include <QEvent>
#include <QWidget> #include <QWidget>
@ -43,5 +41,5 @@ private:
static constexpr int MOUSE_HIDE_DELAY = 3000; static constexpr int MOUSE_HIDE_DELAY = 3000;
QTimer* m_mouse_timer; QTimer* m_mouse_timer;
std::array<float, 2> m_last_mouse{}; QPoint m_last_mouse{};
}; };

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@ -39,10 +39,7 @@ static int nPostTransformMatricesChanged[2]; // min,max
static int nLightsChanged[2]; // min,max static int nLightsChanged[2]; // min,max
static Common::Matrix44 s_viewportCorrection; static Common::Matrix44 s_viewportCorrection;
static Common::Matrix33 s_viewRotationMatrix; static Common::Matrix44 s_freelook_matrix;
static Common::Matrix33 s_viewInvRotationMatrix;
static Common::Vec3 s_fViewTranslationVector;
static float s_fViewRotation[2];
VertexShaderConstants VertexShaderManager::constants; VertexShaderConstants VertexShaderManager::constants;
bool VertexShaderManager::dirty; bool VertexShaderManager::dirty;
@ -450,24 +447,12 @@ void VertexShaderManager::SetConstants()
PRIM_LOG("Projection: %f %f %f %f %f %f", rawProjection[0], rawProjection[1], rawProjection[2], PRIM_LOG("Projection: %f %f %f %f %f %f", rawProjection[0], rawProjection[1], rawProjection[2],
rawProjection[3], rawProjection[4], rawProjection[5]); rawProjection[3], rawProjection[4], rawProjection[5]);
auto corrected_matrix = s_viewportCorrection * Common::Matrix44::FromArray(g_fProjectionMatrix);
if (g_ActiveConfig.bFreeLook && xfmem.projection.type == GX_PERSPECTIVE) if (g_ActiveConfig.bFreeLook && xfmem.projection.type == GX_PERSPECTIVE)
{ corrected_matrix *= s_freelook_matrix;
using Common::Matrix44;
auto mtxA = Matrix44::Translate(s_fViewTranslationVector); memcpy(constants.projection.data(), corrected_matrix.data.data(), 4 * sizeof(float4));
auto mtxB = Matrix44::FromMatrix33(s_viewRotationMatrix);
const auto viewMtx = mtxB * mtxA; // view = rotation x translation
mtxA = Matrix44::FromArray(g_fProjectionMatrix) * viewMtx; // mtxA = projection x view
mtxB = s_viewportCorrection * mtxA; // mtxB = viewportCorrection x mtxA
memcpy(constants.projection.data(), mtxB.data.data(), 4 * sizeof(float4));
}
else
{
const auto projMtx = Common::Matrix44::FromArray(g_fProjectionMatrix);
const auto correctedMtx = s_viewportCorrection * projMtx;
memcpy(constants.projection.data(), correctedMtx.data.data(), 4 * sizeof(float4));
}
dirty = true; dirty = true;
} }
@ -654,36 +639,25 @@ void VertexShaderManager::SetMaterialColorChanged(int index)
void VertexShaderManager::TranslateView(float x, float y, float z) void VertexShaderManager::TranslateView(float x, float y, float z)
{ {
s_fViewTranslationVector += s_viewInvRotationMatrix * Common::Vec3{x, z, y}; s_freelook_matrix = Common::Matrix44::Translate({x, z, y}) * s_freelook_matrix;
bProjectionChanged = true; bProjectionChanged = true;
} }
void VertexShaderManager::RotateView(float x, float y) void VertexShaderManager::RotateView(float x, float y, float z)
{ {
using Common::Matrix33; using Common::Matrix33;
s_fViewRotation[0] += x; s_freelook_matrix = Common::Matrix44::FromMatrix33(Matrix33::RotateX(x) * Matrix33::RotateY(y) *
s_fViewRotation[1] += y; Matrix33::RotateZ(z)) *
s_freelook_matrix;
s_viewRotationMatrix =
Matrix33::RotateX(s_fViewRotation[1]) * Matrix33::RotateY(s_fViewRotation[0]);
// reverse rotation
s_viewInvRotationMatrix =
Matrix33::RotateY(-s_fViewRotation[0]) * Matrix33::RotateX(-s_fViewRotation[1]);
bProjectionChanged = true; bProjectionChanged = true;
} }
void VertexShaderManager::ResetView() void VertexShaderManager::ResetView()
{ {
using Common::Matrix33; s_freelook_matrix = Common::Matrix44::Identity();
s_fViewTranslationVector = {};
s_viewRotationMatrix = Matrix33::Identity();
s_viewInvRotationMatrix = Matrix33::Identity();
s_fViewRotation[0] = s_fViewRotation[1] = 0.0f;
bProjectionChanged = true; bProjectionChanged = true;
} }
@ -736,10 +710,7 @@ void VertexShaderManager::DoState(PointerWrap& p)
{ {
p.Do(g_fProjectionMatrix); p.Do(g_fProjectionMatrix);
p.Do(s_viewportCorrection); p.Do(s_viewportCorrection);
p.Do(s_viewRotationMatrix); p.Do(s_freelook_matrix);
p.Do(s_viewInvRotationMatrix);
p.Do(s_fViewTranslationVector);
p.Do(s_fViewRotation);
p.Do(nTransformMatricesChanged); p.Do(nTransformMatricesChanged);
p.Do(nNormalMatricesChanged); p.Do(nNormalMatricesChanged);

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@ -30,7 +30,7 @@ public:
static void SetMaterialColorChanged(int index); static void SetMaterialColorChanged(int index);
static void TranslateView(float x, float y, float z = 0.0f); static void TranslateView(float x, float y, float z = 0.0f);
static void RotateView(float x, float y); static void RotateView(float x, float y, float z);
static void ResetView(); static void ResetView();
static void SetVertexFormat(u32 components); static void SetVertexFormat(u32 components);